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Fixing monsters so that they work better with the dash and bash features (Community suggestion)

18 replies [Last post]
Sun, 06/23/2013 - 09:26
Autofire's picture
Autofire

It's easy to see one thing: dash and bash has made the game much easier. However, it has the potential to make the game more interesting and actually harder. I think it's safe to buff up many enemies now that it is possible to get away from them easily. Remember: these buffs should try in particular to make use of the dash and bash.

  • GENERAL
    • Monsters should stay aware of where you are when you dash instead of forgetting that you exist. (Autofire)
    • Stun should lock dash. (Currently dash completely bypasses stun because you can get a boost of speed. (Autofire)
    • Adjust spawn locations so that the player gets ambushed, like in the Compounds. (Coelydragon+1)
  • BEASTS
    • Wolvers
      • During wind up, allow them to change direction. The speed of their rotation should increase it harder tiers. (Autofire)
    • Alpha Wolvers
      • During wind up, allow them to change direction. The speed of their rotation should increase it harder tiers. (Autofire)
      • In Tier 3, they should be able to turn a slight amount during their bite combo. (Autofire)
  • CONSTRUCTS
    • Mecha Knights
      • Allow them to Shield Bash in T2+. This would disable their shields for twice as long as just using it to defend, and couldn't be done directly after defending. They only do this when you've stayed at a distance for long enough. (Autofire)
    • Scuttlebots
      • Give them a small leap thingy. This would just provide a very small boost forward, and would have its own cool down. It wouldn't use this to dodge. (Autofire)
  • Lumbers
    • After smash, they should create debris akin to Vanaduke. However, it would probably need to not be debris but something else entirely, something which would work in every area. (Little-Juances)
    • Lumbers should have less cooldown time in between smashes, and faster rotation. (Klipik)
  • FIENDS
    • Empty section
    • GREMLINS
      • Knockers
        • Make their wind up and cool down shorter. (Autofire)
        • In T2, have them create a 2nd explosion after the first one. This counts for the big bang as well. In T3, do the same thing but also add two more to the left and right of the 1st explosion. (Autofire)
    • UNDEAD
      • Kats
        • Kats should be able to turn a little during their dash. (Klipik)
    • SLIMES
      • Jelly Cubes
        • Spike attack should home slightly, and in T3 shouldn't be placed to close together. (Thunder-The-Bright)

    What it means for this to be a community suggestion: Being I don't have time to think up fixes and buffs for everything, I'm looking for help! If you have any ideas, please tell them to me! I'll give credit to whoever gave each buff idea. (Going from who first posted it.) Further more, if everyone doesn't like a certain buff, I will say so in text which looks like this. Text which looks like this is my personal opinion.

    Sun, 06/23/2013 - 10:37
    #1
    Little-Juances's picture
    Little-Juances

    What if lumbers caused falling debris like Vanaduke? The smash is just too slow and easily avoidable even without the dash.

    Sun, 06/23/2013 - 10:50
    #2
    Thunder-The-Bright's picture
    Thunder-The-Bright
    ok.

    zombies:
    on the jump attack, make them follow the target.
    breath should be reworked so that they spit bullets of status and they can follow you.
    dreadnaughts: on t3, they should follow you a little on the charge.
    trojans:
    add a swipe attack in t2 (with some tracking in t3), should have minimal windup and great knockback.
    shorten the windup on the smash attack in t3.
    jellies:
    in t3, spikes should be placed on different time and with some tracking.
    gremlins:
    in general, add some demos here and there.
    wolvers:
    make them teleport at random behind you /at your right/left.

    in general, monsters should try to flank you.

    Sun, 06/23/2013 - 13:22
    #3
    Autofire's picture
    Autofire
    You are experiencing a PICNIC ERROR!

    Thunder, I'll put yours in a bit later. I don't have time.

    Sun, 06/23/2013 - 15:57
    #4
    Dmatter's picture
    Dmatter
    How about: All non-status

    How about:
    All non-status slimes can knock you back like royal jelly, all turrets can knock you back a few squares (gun puppies can make an energy wave, polyps expand momentarily, howlitzers raise bones around them and fling you with it, something along those lines.), wolvers have a quick-little-charge-up tail attack that does minor damage and knocks you, feinds are slightly faster to jump away, and lichens split up into two smaller lichens who can't combine when killed until they are at their smallest part and can be killed forever (split lichens are also much slower and weaker, however). All of these things I feel will help make dashing and shield bashing more useful, while still keeping it optional and not forced.

    Sun, 06/23/2013 - 17:19
    #5
    Klipik-Forum's picture
    Klipik-Forum

    -Lumbers should have less cooldown time in between smashes, and faster rotation.
    -Kats should be able to turn a little during their dash.

    That's all I got for now.

    Mon, 06/24/2013 - 09:34
    #6
    Autofire's picture
    Autofire
    You are experiencing a PICNIC ERROR!

    @Dmatter

    Why would they knock you back? That doesn't require swift feet. (Unless you are dashing back to them...but you can still just dodge their attacks anyway.) I'm just sorta wondering, why do most of your things involve putting distance between you and your foe? That doesn't really do much...you can always shoot/back off...I guess it'd work but most people now'a days can dodge that stuff anyway.

    Also I don't understand the Lichen part....are you saying killing the big one splits them? That has a few issues...I think? So once you kill one then they split into two ones which cannot merge with any other Lichen? Maybe...but...this sorta doesn't seem to do anything other than just give you more hoards to deal with. Bombs deal with that, not dashes.

    Eh, if you're still sure this would work, tell me and I'll put it in.

    Mon, 06/24/2013 - 11:46
    #7
    Thunder-The-Bright's picture
    Thunder-The-Bright

    auto, if you get stunned while you dash, you get blocked.
    stopmed in a trojan smash because the other trojan got in the way. I couldn't move at all for all the duration of the interrupted dash.

    Mon, 06/24/2013 - 12:02
    #8
    Dmatter's picture
    Dmatter
    Yes the knockback thing was

    Yes the knockback thing was for dashing to them, and the lichen thing was to have you sheild bash more, although it was more of a inside joke suggestion than anything else. I don't intend for you to add the lichen thing, but I do for everything else.

    Mon, 06/24/2013 - 18:24
    #9
    Coelydragon's picture
    Coelydragon

    Now here's my question: what does dash and bash actually change in terms of your gameplay. Because it's not going to work to just give the monsters more bashing and dashing. Rock doesn't counter rock. Personally, bash is something used for kicks, for the elevator. Dash is used when I need to escape a swarm. The trick to counter my dash? Have an ambush team. It's actually legitimately worked once. I was down in the compounds and a whole bunch of grave scarabs spawned in about 5 different areas. Dashed backwards, right into the charge of about 2 groups. Totally went down. Instead of spawning enemies in front of you while going down a clockworks hallway, have a small group in front and a wall in the back. Spawn positions is my suggestion.

    Mon, 06/24/2013 - 19:48
    #10
    Rattar's picture
    Rattar
    self destruct in 5 minutes. have a nice day!

    +1 to Coely's suggestion. having about half of the stuff behind you really does make you have to get to a new spot.

    Mon, 06/24/2013 - 20:17
    #11
    Autofire's picture
    Autofire
    You are experiencing a PICNIC ERROR!

    Darn it...I'm slow, but I'll get all these up eventually.

    @Thunder-The-Bright

    Before, we had no dash at all. Why is it suddenly a problem to lose it occasionally? If you were actually USING the dash, you would have gotten away from that Trojan instead of getting your face smashed in. :P

    Mon, 06/24/2013 - 20:23
    #12
    Coelydragon's picture
    Coelydragon
    Correction

    Not surrounded, but ambushed so that dashing is more strategized for escape maneuvering.

    Mon, 06/24/2013 - 22:38
    #13
    Fehzor's picture
    Fehzor

    Make it so that gremlin bombers create twice as many bombs for 30 seconds when they see a knight dash.

    Tue, 06/25/2013 - 08:44
    #14
    Grittle's picture
    Grittle
    My solution for menders: Give

    My solution for menders: Give them Kung Fu abilities again

    Tue, 06/25/2013 - 14:05
    #15
    Grittle's picture
    Grittle
    .

    Delayed Double Post

    Tue, 06/25/2013 - 17:45
    #16
    Fehzor's picture
    Fehzor

    I think that gremlin demos should also get the dash ability, but should be able to throw bombs while using it. And it shouldn't have any cooldown time, and they should spam it.

    Tue, 06/25/2013 - 20:26
    #17
    Tahno's picture
    Tahno
    Nerf's are boring. Buffs are exciting.

    What about a title that is more along the lines of
    Since nerfs are so boring, lets BUFF ALL THE MONSTERS

    Silkwings : Lets let these "dash" constantly (and randomly) !!! They would potentially never stay still, either circle around their injured friend, or dash to another monster. Silkwings seem worse than menders in all ways as of now.

    Chromalisks : Lets have them dodge like gremlins, except instead of rolling back, Chromalisks strafe clockwise (predictable) at 4 times regular walking speed. Chromalisks would be vulnerable while strafing.

    Retrodes : Retrodes seem a bit downy when compared to mecha knights, so why not make T3 ones shoot bullet hell at you? Or just more brandish charges.

    Zombies : Lets have their breath hang in the air much like mist bombs. FSC should be "too hard" and "only done with a full 5* party with perfect gear and amazing playstyle". I like the idea of not doing FSC because it's too hard, since it is by far the most profitable mission in the game.

    Might add more later... O3O

    Wed, 06/26/2013 - 06:51
    #18
    Blandaxt's picture
    Blandaxt
    Add ons

    Lumbers: Cause small shock wave that pushes a knight away that is near the impact point of where it smashes. (similar to how vanaduke's smash atatck pushes knighst away but smaller.)

    Greavers: Have mid range wing slice that does minor damage to the player.

    ill edit this post later and add more.

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